[3.5e] Fighter->Master Thrower->Assassin

Post/Author/DateTimePost
#1

squaretangle

Jul 07, 2008 18:27:06
So I was planning to try a build out for my next campaign, but my friend and I are wondering if anything is broken and doesn't make sense.

Fighter 5/Master Thrower 5/Assassin 10

*Note*: Our DM allowed the Assassin's death attack to just be a thrown weapon attack within 20 feet of the enemy rather than a melee attack.

References:
Player's Handbook v3.5
Complete Warrior
Complete Adventurer
Unearthed Arcana (Character Flaws)
Complete Scoundrel (Skill tricks)

Race:
Halfling

Character Flaws:
Noncombatant: -2 penalty on all melee attack rolls
Unreactive: -6 penalty on initiative checks

Feats:
Two-weapon fighting, Weapon Focus (Dagger),
Point Blank Shot,
Far Shot
Precise Shot
Combat Expertise
Weapon Specialization (Dagger)
Combat Intuition
Power Critical (Dagger)
Improved Two Weapon Fighting
Deft Strike
Greater Two Weapon Fighting

Master Thrower Thrown weapon tricks:
Deadeye Shot: The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.

Doubletoss: A master thrower with this ability may, as a standard action, throw two weapons at one or two targets within 30 feet. The character may apply her full Strength bonus to each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalities for fighting with two weapons apply on page 160 of Player’s Handbook).

Palm Throw: When using little thrown weapons (darts, shuriken, and daggers), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.

Skill Tricks: (Complete Scoundrel)
Mental: Spot the Weak Point (Complete Scoundrel p.84)
_____

Basically, by lvl 20, I will have a base attack bonus of +17/+12/+7/+2 (i think) meaning I will have 4 main hand attacks and 3 off hand attacks (greater two weapon fighting), a total of 7 attacks. With each attack roll, my master thrower skills allow me to throw two daggers from each hand, thus making a total damage of 14d4 (due to being a halfling). With each of those daggers, the assassin class gives +5d6 sneak attack damage.

Therefore, I am assuming that I can do a potential total of:

14d4 (dagger hit damage) + 14*5d6 (sneak attack damage) + strength bonus + poisons (if i put some one my daggers) = 56 + 420 + (negligible) = 476 damage.

Is something broken about this build? Any help is very much appreciated. Fixes to my build would be also great. Thanks



Btw, Tome of Battle is not allowed.
#2

carnivore

Jul 07, 2008 18:33:40
Fighter 5 is not very good

try this:

Rogue 1/ Fighter 4/ Assassin 10/ Master thrower 5

not in that order.... take enough Assassin to qualify for Master Thrower(BAB req)... then take all of the Master Thrower levels....

as for Master thrower tricks... i would use these:


Palm Throw – Each attack with little thrown weapons
(i.e., daggers, shuriken, & darts) can be with two of
the weapons. Do not apply your Strength modifier to
the damage of either.

Trip Shot – On a successful thrown weapon attack, you
can make a Trip Attack in addition to the damage.
Make a Dexterity check with a +4 bonus opposed by
your the opponent’s Strength or Dexterity check
(whichever is better). Advantages such as ‘Stability’
apply. Bonus from Feat: Improved Trip do not apply.

Weak Spot – When attacking an opponent of your size or
larger, you may make a Ranged Touch Attack
(instead of a Normal Ranged Attack), though you may
not apply your Strength modifier to the damage. You
may only take this trick as a 5th level Master Thrower.

:D
#3

ookamikiba

Jul 07, 2008 18:50:59
I can't remember where, but there was a feat that allowed for ranged Bull-rush attempts. Someone used it with, I think, Shock Trooper to smash people into walls all over the place...wish I could remember what it was...
#4

squaretangle

Jul 07, 2008 18:51:43
Actually, that's a great change to master thrower tricks (thanks). So, if i were to change it up with 1 level of rogue, i would potentially have +6d6 damage.

This means 14d4 + 14*6d6 = 560 damage

The way I am calculating these damages are correct, right? My friend believes that I am doing something wrong and someone should NOT be able to do so much damage without doing something wrong.:P

Also, Does that mean i don't even need Combat Expertise/Deft Strike? I get that bonus with the Master Thrower trick anyways. What should i replace those feats with? I believe that there is a skill that allows me to replace 4d6 of sneak attack damage with 1d4 of Constitution damage. Therefore with 14 of these sneak attacks, I can replace 64d6 (of the 84) with 14d4 constitution damage. Is that right?

Also again...I was wondering which stats I should be allocating my points into. The DM used a method of rolling stats as follows:

1st Step: Roll a d6 and a d8 simultaneously 6 times. Therefore range is from 2-14, and the average is an 8.

2nd Step: If the average of your stat rolls was less than 10, then you may roll a d6 six times, otherwise a d4 six times.

The 6 rolls from the second step could be added to any stat sum of the 1st step.

My rolls were (1st step) 13, 11, 10, 8, 8, 8. (2nd step) 6, 6, 5, 5, 5, 2

Any stats above 18 (excluding things like race traits) are discarded. For example, 11 + 6 + 2 = 19, but will be dumbed down to 18.
So I was thinking of making my stats 18 (13 + 5), 18 (8 + 5 + 5), 17 (11 + 6), 16 (10 + 6), 10 (8 + 2), 8

Str:16 - 2(halfling trait) = 14
Dex:18 + 2(halfling trait) = 20
Con:17
Int:18
Wis:8
Cha:10

I put stats into strength because I am thinking that I would need strength to hold all of these daggers and I put 10 into charisma because I didn't want an ugly character :P. I could have potentially had a build of 18, 18, 18, 17, 8, 8. Anyone have any thoughts?
#5

ookamikiba

Jul 07, 2008 19:29:01
Actually, that's a great change to master thrower tricks (thanks). So, if i were to change it up with 1 level of rogue, i would potentially have +6d6 damage.

This means 14d4 + 14*6d6 = 560 damage

The way I am calculating these damages are correct, right? My friend believes that I am doing something wrong and someone should NOT be able to do so much damage without doing something wrong.:P

Also, Does that mean i don't even need Combat Expertise/Deft Strike? I get that bonus with the Master Thrower trick anyways. What should i replace those feats with? I believe that there is a skill that allows me to replace 4d6 of sneak attack damage with 1d4 of Constitution damage. Therefore with 14 of these sneak attacks, I can replace 64d6 (of the 84) with 14d4 constitution damage. Is that right?

Sounds good, is that average damage, by the way?

14d4...erm...2.5...14...35 Con on average??????????????????????????????????
#6

squaretangle

Jul 07, 2008 20:16:58
Oh average damage i suppose is 7.5d4 + 14*3.5d6 = 30 + 49d6 = 30 + 294 = 324?

Still awesome IMO :D
#7

discostan

Jul 08, 2008 1:01:37
Just remember, the target needs to be flatfooted or otherwise denied their Dex bonus, and you need to be within 30 feet in order for sneak attack to apply. Since you're using ranged attacks, you can't flank with them; you're more or less forced to get some source of permanent blinking. Also, if you can't get past damage reduction, those loads of 1d4 damage hits won't do much damage at all. Also, always remember that at higher levels of play, the critters you fight tend to be immune to critical hits/sneak attacks, which is terrible if you're relying on them as your main source of damage.

You need to fit in the Quick Draw feat somewhere in there to throw all those weapons on one round (the Returning ability on the weapons might help, but you need to be in the same spot the next round, I think).
#8

squaretangle

Jul 08, 2008 1:45:39
So some way of flanking with range doesn't exist? What would i do about this "permanent blinking" problem?What about the Master thrower trick:

Trip Shot – On a successful thrown weapon attack, you
can make a Trip Attack in addition to the damage.
Make a Dexterity check with a +4 bonus opposed by
your the opponent’s Strength or Dexterity check
(whichever is better). Advantages such as ‘Stability’
apply. Bonus from Feat: Improved Trip do not apply.

That trick can be useful sometimes, but it isn't a full remedy to my problem.


Master Thrower automatically gives me the quick draw feat, so no worries on that one.

You are right, i don't really know what to do against things that are immune to sneak attacks. Any suggestions?
#9

discostan

Jul 08, 2008 11:40:01
Tripped opponents aren't considered "denied their Dex" for sneak attack purposes. Though it is still handy. The two biggest groups of sneak attack immune creatures are Undead and Constructs, and if you get Golemstrike or Gravestrike (Spell Compendium/Complete Adventurer) cast on you (via spell or weapon enchantment), you can hit them with precision damage. I think the Magic item Compendium has some crystals you can attach to weapons that do the same thing, but if you're using a whole lot of daggers, this might not be the best option.

Easier way to get Blink as a constant effect is with a Ring of Blinking. It's pretty pricey though.

There's a crazy throwing build around that you might be able to get ideas off of.
http://forums.gleemax.com/wotc_archive/index.php/t-792530
#10

squaretangle

Jul 08, 2008 14:44:34
Is there such a thing, like a Wand of Grave Strike/Ghost Strike?The Ring of Blinking is definitely expensive. Does anyone know any other strategies as to deny their dex bonus? A list of when people are denied their dex bonus would be greatly appreciated. Also would Rapid Shot and Disemboweling Strike be a good feat to replace the Combat Expertise/Deft Strike feats (now that the Master thrower trick made them much less useful)?
#11

carnivore

Jul 08, 2008 15:01:55
i would not worry too much about Sneak Attack Damage .... focus on Tactical ability:

with these MT Tricks:

Palm Throw
Trip Shot
Weak Spot

you will be making Ranged Touch Attacks with all of your throws, and each time you hit... you get to Trip using Dex also!... Palm Throw Doubles the number of objects you are throwing.... so i would focus on throwing ... like this:

Halfling
halfling race stats
HALFLINGS
+2 Dexterity, –2 Strength.

Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Halfling base land speed is 20 feet.

+2 racial bonus on Climb, Jump, and Move Silently checks.

+1 racial bonus on all saving throws.

+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.

+1 racial bonus on attack rolls with thrown weapons and slings.

+2 racial bonus on Listen checks.

Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
#12

squaretangle

Jul 08, 2008 16:21:05
Wow, that's a great build, I wanted the bleeding wound effect from the start (how did you know? ) May i ask where this rogue variant comes from? I need to show my DM what book it's from. Other than that, it looks like how i wanted it to be originally, but with an awesome build :p. Thanks a whole lot everyone, especially you carnivore!

One more question, where is this inherent tome thing that I see in the build? what is that? Also what was this +6(item) or something that i saw? Not only that, there is a part after rogue 1 where it says "feat". Does that mean I am to choose one more feat?

Edit: Oops didnt see that the variant page said Unearthed Arcana up top hehe, my bad.
#13

carnivore

Jul 08, 2008 16:25:41
Wow, that's a great build, I wanted the bleeding wound effect from the start (how did you know? ) May i ask where this rogue variant comes from? I need to show my DM what book it's from.

Unearthed Arcana
Other than that, it looks like how i wanted it to be originally, but with an awesome build :p. Thanks a whole lot everyone, especially you carnivore!

.... you are welcome
One more question, where is this inherent tome thing that I see in the build? what is that? Also what was this +6(item) or something that i saw?

+6 Gloves of Dexterity or if your DM allows you to put it in different other items ... or +6 Headband of intellect depending on which one you are talking about

+6 Belt of Magnificense(Mini Handbook) 200000gp is even better... it gives +6 Enhancement to All Attributes and only uses the belt Slot

:D
#14

squaretangle

Jul 08, 2008 16:33:16
So this Variant Rogue build, so i gain bonus feats the same style as fighter? at level 1,2,4,6,etc?

Also, I see that Master Thrower has Manyshot in your build at lvl 2. What is that? I see Evasion at Master Thrower's lvl 2 in the CWar

Edit: man i'm eating my own words. It's a feat level... whoops.
#15

carnivore

Jul 08, 2008 16:33:50
the inherent tome thing is .... when you use this magic Item(BooK, Tome or Manual):

Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


Manual of Quickness in Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

:D
#16

carnivore

Jul 08, 2008 16:34:23
So this Variant Rogue build, so i gain bonus feats the same style as fighter? at level 1,2,4,6,etc?

yes

:D
#17

squaretangle

Jul 08, 2008 16:41:13
One last problem. Where did the two weapon fighting go? Manyshot is for arrows, not daggers? Also, isn't the point of brutal throw to use my strength for my attack roll? Why would i do that if I have higher dex?
#18

carnivore

Jul 08, 2008 16:45:29
you dont need it.... TWF applies to Melee attacks... not Ranged ... notice:
TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

if you want Ranged Attacks.... then you take this:
RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Special: A fighter may select Rapid Shot as one of his fighter bonus feats.

A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

if you notice.... Ranger 2 will give one or the other.... but if TWF applied to Ranged attacks... then there is no need for Rapid Shot

:D
#19

squaretangle

Jul 08, 2008 16:59:15
here's Manyshot if you wanted to see it.

Manyshot [General]
Prerequisites

Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit

As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

Damage reduction and other resistances apply separately against each arrow fired.
Special

Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

A fighter may select Manyshot as one of his fighter bonus feats.

A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


_________________________


Not only that, but in a previous post by DiscoStan, he posted this link:

http://forums.gleemax.com/wotc_archive/index.php/t-792530

Why does the creator use Two weapon fighting in there if he's not supposed to? *confused*

P.S> I'm still unsure about the feat on the Rogue 1 line.
#20

amadithegreat

Jul 08, 2008 17:57:50
Fighter 5 is not very good

try this:

Rogue 1/ Fighter 4/ Assassin 10/ Master thrower 5

not in that order.... take enough Assassin to qualify for Master Thrower(BAB req)... then take all of the Master Thrower levels....

Rokugan Ninja 5 / Master Thrower 5 / Assasin 10
8d6 sneak attack, Dodge x2, Random Stuff. (Int to Initiative etc.)
#21

hsien

Jul 09, 2008 7:38:29
Misc notes, sorry don't have a lot of time to go into a lot of detail.

Palm Throw trick is a volley, similar to Manyshot and only provides for 1 SA dice per attack roll, per CoW errata.

TWF is usable with many Thrown Weapons, and a common build of throwers is to get both TWF and Rapid Shot

From SRD regarding Thrown weapons and TWF
"The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon."

Telling Blow PHII, apply SA dice on a confirmed critical.
Note this does not apply if attack is already getting SA dice.
A must have imo if relying on SA damage.
Just do full attacks and rely on crits to give you SA

If you take F4 for the Wpn Spec
That opens up Ranged Wpn Mastery which is nice
+2hit/+2damage+20' range increment and stacks with WF/WSpec

Character with High Intelligence
Swashbuckler 3 to get Int mod to damage
Rogue/Swash + Daring Outlaw feat for class level ability stacking, like SA

Scarab of Golembane, check with DM to see if he allows it for Thrown weapons as well, mine did because description does not specify melee weapons.
#22

empirate

Jul 09, 2008 9:06:28
After the sneak attack thingy has been shot down (people never seem to learn about the volley ruling...), I'm gonna be the next to ruin some fun:
Ranged tripping is a terrible idea. Quoting from the SRD:
Show
Prone

The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

#23

hsien

Jul 09, 2008 9:17:50
I actually prefer Ranged Trip over Palm Throw despite the +4 to Ac once they are Prone.

Weak Spot @ MT5 lets you go against Touch AC, so +4 to that is not a big deal, in my exp.

Fot the assassin build it's not a terrible idea, if they are not finished off by attack then tripping makes it harder for them to close with you or flee.Also handy if there are bodyguards protecting the target.
#24

empirate

Jul 09, 2008 10:24:26
Granted. But I still don't see the point in making it any harder for you to attack your target. The only point I see in ranged tripping is making only the last two (palm throw) attacks trip attacks - that way you can deal your damage, then put the target on its back.
#25

carnivore

Jul 09, 2008 11:22:06
Ranged tripping is great ofr this type of build... as Hsien said... in addition ... you will be throwing a lot of things... so you can target several creatures... Doing Damage and getting a Trip Attack for free

it is a Tactical thing .... control the enemies movement

remember this build will do a lot of damage, but that is not the main thing... versatility and adaptability will do more to help a party


Hsien... Swashbuckler class ability to add int to damage... IIRC, only applies to Melee Weapons(must be light or Finnessable)

good catch about TWF and Rapid Shot.... i forgot

:D
#26

hsien

Jul 09, 2008 12:12:43
Insightful Sstrike can be used with any light weapon or weapon that weapon finesse applies...iirc it doesn't specify "melee" weapon.
Fairly common in thrower builds from what I've seen.

Dagger is a light weapon, so that works.
I like dagger and the TWF tree for this ( over Rapid Shot) because it functions for melee and ranged. Theres a deceased Mountain Troll that can confirm this after he closed with me, one more reason I swear by Telling Blow as well.
#27

carnivore

Jul 09, 2008 14:52:25
i just finished working on adjustments to the build i posted above... using some of Hsiens suggestions..... but the Boards screwed up and i lost the entire post... :headexplo :hoppingma IDIOT WOTC ADMINISTRATORS...MORONS!!!

so i will just give the results:

+38 attack bonus
14 attacks
All Ranged Touch Attacks... and Sneak Attacks and doing 1pt/round continuous damage each

total damage 294 +14/round + 14 trip attacks

:D
#28

squaretangle

Jul 09, 2008 15:10:38
I swear you guys are GENIUSES in this subject. I don't know what Hsiens abbreviated words are so i can't really understand what he said. I don't care so much about doing ridiculously amounts of damage, i just want to be very useful with this build. Any Build suggestions are awesome! Thanks everyone. I'll be watching this thread often.
#29

carnivore

Jul 09, 2008 15:38:28
ill try it again ......

Halfling
Rogue(Feat Variant) 2/ Ranger 2/ Fighter 1/ Assassin 10/ Master thrower 5

Stats:
(My rolls were (1st step) 13, 11, 10, 8, 8, 8. (2nd step) 6, 6, 5, 5, 5, 2)


13 Str(10+5-2 racial)
20 Dex(13+5+2 racial )
16 Con(11+5)
14 Int(8+6)
14 Wis(8+6)
10 Cha(8+2)

@20th lvl

13 Str(10+5-2 racial)
36 Dex(13+5+2 racial +5 levels +5 Inherent(Tome) +6 item)
16 Con(11+5)
24 Int(8+6+4 Inherent(tome) +6 Item))
14 Wis(8+6)
10 Cha(8+2)

Character Flaws:
Vulnerable : You take a -1 penalty to Armor Class.
Poor Reflexes: You take a -3 penalty on Reflex saves.

Rogue 1................. TWF, Point Blank Shot,Precise Shot, Far Shot
Rogue 2................. Weapon Focus(dagger)
Ranger 1................ Oversized TWF, Track
Ranger 2................ Rapid Shot
Fighter 1............... Weapon Finnesse
Assassin 1............. Arterial Strike
Assassin 2
Master thrower 1 ... Quickdraw
Master thrower 2 ... ManyShot............needed for Imp Rapid shot
Master thrower 3 ... Imp Crit(dagger)
Master thrower 4
Master thrower 5 ... Imp Rapid Shot
Assassin 3
Assassin 4
Assassin 5 ............ Imp Precise Shot
Assassin 6
Assassin 7
Assassin 8 ............ Flick of the Wrist or Imp TWF
Assassin 9
Assassin 10

feat explanations:.......

Flick of the Wrist[General] (CWar p99)(RotW p150)req: Dexterity 17,
Quick Draw, Sleight of Hand: 5 ranks
If you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first attack. This ability can only be used once per round and only once per opponent in a given battle.



Oversized Two-Weapon Fighting[General, Fighter] (CAdv p111)req: Strength 13,Two-Weapon Fighting
When wielding a One-Handed weapon in your off hand, you only take penalties as if it were a Light weapon.



i included Weapon Finnesse .... just in case you need to attack something in Melee(you can use 2 Rapiers(thats what Oversized TWF is for) ...... Flick of the Wrist is a Great feat... for a thrower build... since you will have a lot of attacks where you just draw the weapon and throw it

:D
#30

squaretangle

Jul 09, 2008 15:54:19
So How exactly are there 14 attacks in that build?

Also, lets say that this build has 14 attacks (for a full round action i assume). How exactly does flick of the wrist work exactly? Which part of the attack denies their dex? just the first primary hand attack?


p.s. Can someone re-explain the volley rule for palm throw again? Do you not get 2 attacks per throw?
#31

carnivore

Jul 09, 2008 16:10:58
So How exactly are there 14 attacks in that build?

the build assumes that you have Boots of Speed to get Haste(gives you an Extra Attack at highest BAB)

BAB +16

Full Attack
+16/+11/+6/+1
+16/+16/+11/+6/+1 .... with Imp Rapid Shot
+16/+16/+16/+11/+6/+1.... with Imp Rapid Shot and Haste
+14/+14/+14/+14/+9/+4/-1.... with Imp Rapid Shot and Haste and TWF
+14/+14,/+14/+14,/+14/+14,/+14/+14,/+9/+9,/+4/+4,/-1/-1.... with Imp Rapid Shot and Haste and TWF and Palm Throw
Also, lets say that this build has 14 attacks (for a full round action i assume). How exactly does flick of the wrist work exactly? Which part of the attack denies their dex? just the first primary hand attack?

when you draw EACH Dagger out of its sheath for the first time/per opponent/ per combat

p.s. Can someone re-explain the volley rule for palm throw again? Do you not get 2 attacks per throw?

the Volley rule is like this.... you only apply Sneak Attack Damage with the first attack of a Volley.... so with this set up ... red is the attack that gets SA bonus damage

+14/+14,/+14/+14,/+14/+14,/+14/+14,/+9/+9,/+4/+4,/-1/-1.... with Imp Rapid Shot and Haste and TWF and Palm Throw

:D
#32

squaretangle

Jul 09, 2008 16:53:32
So Flick of the Wrist works with each weapon separately? So since i have 2 daggers in a hand, only the 1st one gets sneak attack damage, and is it also since i only get "1 attack" per dagger since i'm throwing it?

That's sorta weird. Someone want to shed light on this for me and tell me which attacks exactly are affected by flick of the wrist?

Does anyone have a suggestion to which assassin spells would work best?
#33

carnivore

Jul 09, 2008 19:52:38
basicly yes.... but Palm throw does not allow SA with the other attack from the one hand

as for Spells .... try these:
1st lvl Assassin spells

Divination
Critical Strike(CAdv p145)

– If the caster succeeds on a melee attack
against a foe that is flanked –or– denied
his/her Dexterity bonus to AC, the caster
gains the following:
a) +1d6 damage (only if the foe is vulnerable
to Sneak Attacks);
b) threat range is doubled (does not stack
with similar effects); and
c) +4 Insight bonus to confirm critical threat.


Instant Locksmith(CAdv p153)

– The caster may make one Disable Device or
Open Lock check this round as a Free Action.
The check receives a +2 Insight bonus.

Instant Search(CAdv p153)

– The caster may make one Search check this
round as a Free Action. The check receives a
+2 Insight bonus.

Sniper’s Shot(CAdv p157)

– The next single ranged attack made by the
caster within the spell’s duration may use
his/her Sneak Attack no matter the range
(assuming all other Sneak Attack
requirements are met).

True Strike(PH p296)

– Add +20 Insight bonus to your next attack roll
within 1 round. Also negates miss chance
due to Concealment.

Enchantment
Distract Assailant(CAdv p146)
Close-range, 1rnd, WillNeg, SR applies>
– The target creature is treated as Flat-Footed
until the beginning of its next round.

Shock and Awe(DR325 p72)
SR applies>
– One target per level in a 30’ area that are
Flat-Footed due to a surprise round of combat
receive a –10 penalty on their Initiative roll.
Targets that cannot be Flat-Footed (such as
creatures with Uncanny Dodge) are immune
to this spell.
#34

squaretangle

Jul 09, 2008 21:39:18
I'm looking at Flick of the wrist again...and it says once per round. Doesn't that mean he's not flat footed after my first attack? Are you sure that this "once per round" is separate to each weapon?
#35

hsien

Jul 10, 2008 7:56:19
Some misc points:
Palm Throw is a volley, as indicated and functions basically like Manyshot, except w/o the increase in number of weapons you throw.
1: It is only 1 attack roll, per set of 2 weapons Palm thrown, so 7 attacks just with some extra damage form the 2nd thrown weapon.
2: SA only applies once
3: Most DM's I know follow the same Manyshot guidance and only allow one weapon to be multiplied on a confirmed crit, the 2nd does it's notmal damages
4: Each weapon must overcome DR/resistances seperately, this is the main drawback of Palm Throw. The 2nd dagger tends to suffer until you can afford to have and carry a wide range of specila material/magical daggers.

Round one, assuming you act before opponent, they would still be flat-footed
for all remaining attacks.

Flick of Wrist can only be used once per round, so is sup-par to Imp TWF, imo. Check w/ your DM's interpretation but the once per round and once per opponent in given battle , the "and" ( bold mine) seems clear that it can only be used once per round, regardless of how many different people are targetted.

Giving up a feat for Manyshot just to get access to Imp Rapid Shot, not bad but I'd prefer to lose out on that to get free up those feats for another TWF tree feat if possible and...Telling Blow.

Oversized TWF? Stay focused on daggers, I think this feat could be replaced with something more useful to the Throwers main function,like
Telling Blow I really can't say that enough if you have any sort of decent SA dice

Keep in mind that when throwing daggers at with MT5 gives Improved Critical
So daggers would be 17-20 x 2. Thats a 20% chance of thretening a critical per throw, and thus triggering SA dice w/ Telling Blow, assuming your not already getting SA dice.
Take Deadly Precision MT trick and daggers go to 17-20 x 3 when thrown
#36

amadithegreat

Jul 10, 2008 16:18:26
Race: Strongheart Halfling
Classes: Rogue 4 / Fighter 3 / Exotic Weapon Master 1 / Master Thrower 1 / Exotic Weapon Master 1 / Master Thrower 4 / Fighter 1 / Rogue 1 / Swashbuckler 3

(Normal): Point Blank Shot (+1 to hit and damage to opponents within 30ft.)
(Halfling): Precise Shot (No -4 penalty for shooting into melee.)
(Normal): Exotic Weapon Proficiency – Crescent Knife (May use the weapon in question.)
(Fighter): Weapon Focus – Crescent Knife (+1 to hit with the weapon in question.)
(Fighter): Two-weapon Fighting (-2/-2 penalties.)
(Master Thrower): Quick Draw (Draw weapon as a free action.)
(Normal): Improved Two-weapon Fighting (Second off-hand attack.)
(Fighter): Weapon Specialization – Crescent Knife (Deals +2 damage with the weapon in question.)
(Normal): Greater Two-weapon Fighting (Third off-hand attack.)
(Master Thrower): Snatch Arrows (1/round, deflect incoming attack, catch the weapon. Throw it back.)
(Normal): Rapid Shot (Flurry of blows with ranged weapons.)
(Normal):

Attack:
Name: +5 Crescent Knife Speed and Collision with Greater Crystals of Returning and Truedeath
Bonus: +35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+30/+30/+30/+30/+30/+30/+30/+30/+25/+25/+25/+25/+25/+25/+25/+25/+20/+20/+20/+20
20 times +35
8 times +30
8 times +25
4 times +20
Damage: 1d3+19
Critical: 19-20/x3

IMMAH FIRING MAH LAZAAAAH

It uses Dragon Magazine Material, though. Without crescent cheese it only has 20 attacks.
#37

squaretangle

Jul 10, 2008 18:31:14
so let's assume i have 4 hits originally, Amadi. If i don't use this crescent stuff, there's the 4 hits + 1(TWF) + 1 (ITWF) + 1(GTWF) + 1 (Rapid Shot) = 8

Palm Throw makes it 16. Am I missing something? I also don't see where this max BAB is coming from or why there are so many of them.
#38

amadithegreat

Jul 10, 2008 19:01:19
so let's assume i have 4 hits originally, Amadi. If i don't use this crescent stuff, there's the 4 hits + 1(TWF) + 1 (ITWF) + 1(GTWF) + 1 (Rapid Shot) = 8

Palm Throw makes it 16. Am I missing something? I also don't see where this max BAB is coming from or why there are so many of them.

Speed Enhancement = 1 moar.

Now, I don't remember where I got the last one, but there must be some really good explanation for it. This build is ancient. :P
#39

squaretangle

Jul 11, 2008 2:15:36
Amadi, I doubt I can use the Dragon Magazine stuff, so what would that build look like instead? I'd assume i don't need those exotic weapon levels. Also, can you only show what you would get without items?
#40

squaretangle

Sep 04, 2008 16:28:24
So I haven't touched this character for a couple of months now, and have finally come back to it. I have a question, however, as to what to put for my last feat.
_______________

Race: Halfling

_______________

Stats:

Str 16 -2 = 14
Dex 18 +2 = 20
Con 17
Int 14
Wis 13
Cha 10
_______________

References:

Player's Handbook v3.5
Complete Warrior
Complete Adventurer
Complete Scoundrel
Unearthed Arcana

_______________

Character Flaws:

Noncombatant: -2 penalty on all melee attack rolls
Poor Reflexes: -3 Reflex Saves

_______________

ECL, Class/HD/LA, Base Attack Bonus, Fort, ,Ref, Will, Feats, Stat Bonus, Special

1st Rogue +0 +0 +2 +0 Two-weapon fighting, Point Blank Shot, Far Shot, Precise Shot Trapfinding
2nd Rogue +1 +0 +3 +0 Weapon Focus (Dagger), Evasion
3rd Ranger +2 +2 +5 +0 Weapon Specialization (Dagger), 1 Favored Enemy, Wild Empathy, Track
4th Ranger +3 +3 +6 +0 Rapid Shot
5th Fighter +4 +5 +6 +0 Power Critical (Dagger)
6th Assassin +4 +5 +8 +0 Arterial Strike, Sneak Attack +1d6, Death Attack, Poison Use, Spells
7th Assassin +5 +5 +9 +0 Uncanny Dodge, +1 save against poison
8th Master Thrower +6/+1 +5 +11 +0 Quick Draw, Thrown Weapon Tricks: Palm-Throw
9th Master Thrower +7/+2 +5 +12 +0 Telling Blow , Improved Evasion
10th Master Thrower +8/+3 +6 +12 +1 Thrown Weapon Tricks: Trip Shot
11th Master Thrower +9/+4 +6 +13 +1 Snatch Arrows
12th Master Thrower +10/+5 +6 +13 +1 Improved Two Weapon Fighting, Critical Throw, Thrown Weapon Tricks: Weak Spot
13th Assassin +11/+6/+1 +7 +10 +2 Sneak attack +2d6
14th Assassin +12/+7/+2 +7 +11 +2 +2 save against poison
15th Assassin +12/+7/+2 +7 +11 +2 Greater Two Weapon Fighting, Sneak attack +3d6, Improved uncanny dodge
16th Assassin +13/+8/+3 +8 +12 +3 +3 save against poison
17th Assassin +14/+9/+4 +8 +12 +3 Sneak attack +4d6
18th Assassin +15/+10/+5 +8 +13 +3 ---------------------, +4 save against poison, Hide in plain sight
19th Assassin +15/+10/+5 +9 +13 +4 Sneak attack +5d6
20th Assassin +16/+11/+6/+1 +9 +14 +4 +5 save against poison

_______________________

Stat distribution every 4 levels:

+1 Con
+1 Dex
+1 Dex
+1 Dex
+1 Dex
_________________________


Skill tricks:

Acrobatic Backstab

________________________
So my question here is: what should i put for that last feat that would be most useful?

Btw, Sorry if it is hard to read, i tried my best to organize it

Also, What can I do to counter that horrible will save?


If you think I should change some things, please tell me.
Every comment is Appreciated! :D
#41

carnivore

Sep 04, 2008 16:44:10
Improved Precise Shot(Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

this way you can throw in any situation and hit what you throw at

:D
#42

squaretangle

Sep 04, 2008 17:33:10
Carnivore, you are the best....thanks

Does everything else look good to you?
#43

carnivore

Sep 05, 2008 4:59:05
looks great .... BAB+16, 5d6 Sneak Attack, 4th lvl Arcane Spells, DC 22 Death Attack, lots and LOTS of Ranged Touch Attacks, Ranged Tripping, HIPS, Improved Evasion, Improved uncanny dodge

even works well in a low-magic Campaign........ good job


:D
#44

squaretangle

Sep 05, 2008 6:57:59
Lol i shouldn't be up right now....anyways, what can i do to help with this horrible will save of +4?
#45

mdsummer

Sep 05, 2008 9:18:23
Hmm.

My old post if you want to reference.. I prefer consistent damage to SA damage, so Swashbuckler is in.

http://forums.gleemax.com/showpost.php?p=11985007&postcount=135
(I can't remember if Insightful Strike goes for every dagger or a single dagger.. might need to swap with Weapon Specialization).

You may want to relook your progression... getting SA 2d6 at level 13 is very late. Furthermore since you have higher stats you might be able to close out GTWF earlier.
#46

carnivore

Sep 05, 2008 15:16:00
Lol i shouldn't be up right now....anyways, what can i do to help with this horrible will save of +4?

you can get the feat "Iron Will" from Otyugh Hole, legendary Location from Complete Scoundrel,IIRC... value 3000gp

+5 Cloak of Resistance is cheap ... only 25000gp... gives Resistance bonus to all saves

+6 Amulet of Wisdom .... 36000gp

Ioun Stone: Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks ....... 30,000 gp

Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks......... 20,000 gp.

+5 Tome of Understanding(Wisdom) ......... 137,500 gp

Crystal Mask of Mindarmor: A crystal mask of mindarmor grants the wearer a +4 insight bonus on all Will saving throws....... 10,667 gp


everything stacks... and gives you the following:
+2 Iron Will
+11 to Wisdom = +5 Saves
+5 resistance
+1 Luck
+1 Competence
+4 Insight

total = +13 to Will Save



or just get this:
Third Eye:Conceal
Show

Third Eye Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power.
Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp.
Third Eyes
Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.

A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
#47

squaretangle

Sep 06, 2008 0:18:06
<3 carnivore, my own personal guru...


Now what to do to get all this munny